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misc: chore: Use explicit types in GPU, Device, and Host1x projects
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@ -2,6 +2,7 @@ using Ryujinx.Graphics.Device;
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using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
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using Ryujinx.Graphics.Gpu.Engine.Threed;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Shader;
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using System;
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@ -90,7 +91,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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/// <param name="argument">Method call argument</param>
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private void SendSignalingPcasB(int argument)
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{
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var memoryManager = _channel.MemoryManager;
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MemoryManager memoryManager = _channel.MemoryManager;
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// Since we're going to change the state, make sure any pending instanced draws are done.
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_3dEngine.PerformDeferredDraws();
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@ -100,7 +101,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
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uint qmdAddress = _state.State.SendPcasA;
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var qmd = _channel.MemoryManager.Read<ComputeQmd>((ulong)qmdAddress << 8);
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ComputeQmd qmd = _channel.MemoryManager.Read<ComputeQmd>((ulong)qmdAddress << 8);
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ulong shaderGpuVa = ((ulong)_state.State.SetProgramRegionAAddressUpper << 32) | _state.State.SetProgramRegionB;
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